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Improvisation for GMs
The Anglo-Saxons didn't know role-playing. They didn't need
to; they still did their swordplay and adventuring for real.
But they had something similar: the Scop. This was the Old
English ancestor of the Minstrel, an oral poet who would sing
or tell heroic tales after dinner in the hall of the local
lord. If you know Beowulf, you may remember the Scop in Hrothgar's
hall.
Why am I telling you this? Because we as GMs, the very modest
modern versions of oral poets, can learn from the Scop. His
most important lesson is this: Don't memorize your poem. The
early medieval oral poets (and their descendents in Kyrgyzstan,
for instance) can reproduce an epic of several thousand lines,
the singing of which will last a whole night. Yet they don't
learn it by heart. Instead, they are trained by their masters
to memorize the story, its sequence and its characters. The
actual lines of the poem are improvised, using formulaic metric
sequences. Hence the oral poets recreate an epic instead of
merely reproducing it.
The GM as Minstrel
The task of the GM is similar to the Scop's. He knows what
is going to happen in the story and who its main characters
are, but he will have to make up the details while telling
it. Improvisation is even more important to role-playing than
to oral poetry, because the GM is not the only one creating
the story. You know the situation: Even if you have prepared
your game for hours and hours, even if you are using a pre-published
adventure - your players will always find a way around it,
upsetting your plans and forcing you to improvise.
Try to see this as a good thing. Improvisation is, in fact,
a powerful tool that can improve your game and make things
easier for you. The best GMs are known to be the ones who
can jot a couple of ideas on a sheet of paper and then run
an eight-hour session without even looking at it. This is
not a gift bestowed by Sigmar on some lucky guys; it is a
craft you can learn.
Improvisation means Preparation
The first lesson to learn is that you have to be prepared
to be able to improvise. Though this may sound paradoxical,
it is a fundamental truth. Take the Scops. They had to learn
their formulae and practise their metrics and sing their songs
for years until they were ready to perform at a royal court.
Similarly, there are a few things you should be familiar with
before you start improvising large parts of your campaign.
First of all, you must know the rules to be able to forget
them during the game. You will need your head free of numbers
and charts, so you can focus on the story and the characters.
If a critical rule question comes up, all you must know is
where to look it up. In other words: don't worry about the
rules as long as you are familiar with the basics.
Secondly, you should feel at home in the Warhammer world.
Again, this does not mean that you should learn the names
of all electors, town rulers and lovers of Countess Emmanuelle
by heart. However, make sure that you understand how this
world works and how it looks, especially the part of the Old
World where your campaign is set. In other words, you should
be aware of the fact that there are things like the aristocracy,
the guilds, or feudal rights, and how these things affect
the people living in that world. Moreover, get some impression
of how people of different social backgrounds dress, how their
houses look like, and how villages and cities are structured.
This sounds like a lot of dry reading, but it doesn't have
to be. In fact, being a player in someone else's campaign
or reading a Warhammer novel can teach you almost as much
about the game world as history books. This is a game, after
all, and it is often more important to get into the atmosphere
of this fictional world than to collect a plethora of facts.
Thirdly, get to know the player characters. Have a copy of
their character sheets at hand, or note their stats, their
skills and trappings on a separate sheet of paper. This way,
you won't be forced to ask revealing questions such as: "Does
any one of you have Sixth Sense?" Add a few notes about
each character's background, important enemies or friends,
unresolved conflicts, mysteries and plot hooks. If you ever
run out of ideas during your game, you might look at these
notes and bring up a shadow from the past.
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